Placeholder graphics: Difference between revisions

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File:Cards 32x24.png|Playing cards by tepples
File:Cards 32x24.png|Playing cards by tepples
File:Sik caveman recolor.png|Caveman, cavewoman, and enemies by Sik
File:Sik caveman recolor.png|Caveman, cavewoman, and enemies by Sik
File:American football field.png|American football field (for Mode 7) by tepples
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Revision as of 03:56, 19 February 2014

Most programmers can't produce large quantities of high-quality pixel art. So for a game that uses a scrolling map, it is wise to enlist artists. Ordinarily, it goes like this:

  1. Develop an engine
  2. Make a playable tech demo
  3. Attract artists
  4. Make the game itself, as a total conversion mod of the demo that you produced in step 2

But in order to make the demo, you'll need some art assets to put in your demo. Some people prefer to rip art assets from existing non-free NES games, but it could prove disastrous if enough of these tiles managed to make it into the final release. So it's better to use assets that require nothing more than crediting the author, like these: